| Post/Author/DateTime | Post |
|---|---|
| Vanigo02-02-05, 12:10 AM | So, I had this idea for a spell, but actually working out its effects are would be so impossibly time-consuming that this whole thing is basically an excercise in... writing unusable spells. I think it'd be a pretty cool spell if you had a small supercomputer to run it on... Macrofission Evocation Level: Sor/Wiz 9 Components: V, S, M Casting Time: 1 round Range: 1000 ft. + 100 ft./level Area: 400 ft. + 40 ft./level radius, centered on the initial target (see text) Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes Designed to shatter armies, this incredibly complex spell is of little use for any other purpose. Select one creature within range as the initial target. That creature takes 10d6 damage, and two orbs of energy fly out from that creature in random directions (roll 1d8: 1=north, 2=northeast, 3=east, etc.) If one of these orbs strikes a creature (hitting automatically if they pass through that creature's space), that creature takes 10d6 damage, and two more identical orbs fly out of that creature in random directions. The orbs are created regardless of whether the creature saves or not. No creature can be damaged more than once by a casting of this spell; subsequent orbs pass harmlessly through and may strike creatures behind them. The orbs vanish harmlessly if they leave the spell's area or strike an object before striking a creature, but otherwise have unlimited range. This spell, unlike most spells that affect a limited number of creatures, can affect swarms, and deals quadruple damage to them. Furthermore, a swarm affected by this spell gives off 3d6 energy orbs instead of only two. Material Component: A piece of uranium or uranium-bearing ore worth at least 5000 gp |
| IceFractal02-02-05, 12:47 AM | Actually, if you used it in an area with only a few creatures, it would be fairly simple to calculate, although not very useful (just 10d6 to one creature, in all probability). This is definately a spell that's best planned ahead of time and the effect precalculated, although that'll only work if you have a NPC spellcaster use it on NPC foes, with the players not in the area and unable to interfere. It kinda reminds me of the "Balor Bombs" trick (get a ton of Balors near each-other, kill a few at once (with, say, a Holy Word), and the rest will all go off in a huge chain reaction). |
| Baron Rod02-02-05, 03:03 AM | The spell says nothing on how far do the globes go when they fly off in various directions (N,S,E,W), 1ft, 10ft, 100ft...? If one of these orbs strikes a creature... automatic if lands in that square, a roll to hit??? Some of these things need to be answered for the spell to make any sence. As for damage the calculator you speek of is of very little use unless your various direction orbs are flying at 5ft intervals. Now just maximize the spell and the only other thing to figure is how many instead of how much damage. Baron Rod |
| IceFractal02-02-05, 03:50 AM | The orbs fly until they leave the spell's area, which is a really big (400' + 40'/level) radius. By the wording of the spell, the orbs auto-hit if they enter your square, with a reflex save for half damage. However, a question: What happens if you do save? Do two orbs still fly out of you, or just one (half-effect)? What if you have evasion and you dodge it entirely - does it split anyway, just disappear, or keeping flying past you? |
| Vanigo02-02-05, 04:05 PM | Clarified. |